var status = -1;
var selectionLog = [];

function start(d, c, b) {
    if (status == 0 && d == 0) {
        cm.dispose();
        return
    }(d == 1) ? status++ : status--;
    selectionLog[status] = b;
    var a = -1;
    if (status <= a++) {
        cm.dispose()
    } else {
        if (status == a++) {
            cm.sendNormalTalk_Bottom("#face0#对抗者大人，伊黛娜大人，守护者大人。请即刻随我前往王宫。", 36, 3004437, false, true)
        } else {
            if (status === a++) {
                cm.sendNormalTalk_Bottom("#face0#有什么事？", 36, 3004431, true, true)
            } else {
                if (status === a++) {
                    cm.sendNormalTalk_Bottom("#face0##r敌军将领#k一个人来了。", 36, 3004437, true, true)
                } else {
                    if (status === a++) {
                        cm.dispose();
                        cm.warp(993151007, 0, false)
                    }
                }
            }
        }
    }
}

function stage0(d, c, b) {
    if (status == 0 && d == 0) {
        cm.dispose();
        return
    }(d == 1) ? status++ : status--;
    selectionLog[status] = b;
    var a = -1;
    if (status <= a++) {
        cm.dispose()
    } else {
        if (status == a++) {
            var e = cm.getQuest();
            cm.askYesNo("这个任务的依次对话脚本还没有修复哦。它的脚本位于： #b 脚本/任务/37510.js#k\r\n\r\n如果你有兴趣，欢迎一起来修复！\r\n\r\n那么现在，你要立刻开始这个任务吗？")
        } else {
            if (status == a++) {
                cm.forceStartQuest();
                cm.dispose()
            }
        }
    }
}

function end(d, c, b) {
    if (status == 0 && d == 0) {
        cm.dispose();
        return
    }(d == 1) ? status++ : status--;
    selectionLog[status] = b;
    var a = -1;
    if (status <= a++) {
        cm.dispose()
    } else {
        if (status == a++) {
            cm.curNodeEventEnd(true);
            cm.eventSKill(0);
            cm.setInGameDirectionMode(true, false, true);
            cm.inGameDirectionEvent_SetAdditionalEffectVisibleForInGameDirection2();
            cm.setStandAloneMode(true);
            cm.sendNormalTalk_Bottom("#face0#不过，真的不要紧吗？", 36, 3004431, false, true)
        } else {
            if (status === a++) {
                cm.sendNormalTalk_Bottom("#face0#还不能确认他是不是圣剑之主，这你应该很清楚吧？", 36, 3004431, true, true)
            } else {
                if (status === a++) {
                    cm.sendNormalTalk_Bottom("#face0#说不定事实如伊黛娜大人所说。但是……", 36, 3004430, true, true)
                } else {
                    if (status === a++) {
                        cm.sendNormalTalk_Bottom("#face0#无论如何，他都是与我并肩作战的战友。\r\n我不能明知他成了人质，还置之不理。", 36, 3004430, true, true)
                    } else {
                        if (status === a++) {
                            cm.sendNormalTalk_Bottom("#face0#……那也没办法了。", 36, 3004431, true, true)
                        } else {
                            if (status === a++) {
                                cm.sendNormalTalk_Bottom("#face0#那我先出发了。", 36, 3004430, true, true)
                            } else {
                                if (status === a++) {
                                    cm.forceCompleteQuest(37510);
                                    cm.updateInfoQuest(37500, "00=h0;11=h0;04=h0;23=h0;05=h0;06=h0;07=h1;25=h1;55=h0");
                                    cm.inGameDirectionEvent_AskAnswerTime(2000)
                                } else {
                                    if (status === a++) {
                                        cm.sendNormalTalk_Bottom("#face0#真的没问题吗。我还是觉得……", 36, 3004436, false, true)
                                    } else {
                                        if (status === a++) {
                                            cm.sendNormalTalk_Bottom("#face0#肯定是陷阱。", 36, 3004431, true, true)
                                        } else {
                                            if (status === a++) {
                                                cm.sendNormalTalk_Bottom("#face0#你为什么没有阻拦呢？", 36, 3004436, true, true)
                                            } else {
                                                if (status === a++) {
                                                    cm.sendNormalTalk_Bottom("#face0#塞伦肯定也是这么想的。\r\n所以才坚持要一个人去。", 36, 3004431, true, true)
                                                } else {
                                                    if (status === a++) {
                                                        cm.sendNormalTalk_Bottom("#face0#即·便·如·此！我也不会眼睁睁看着她往陷阱里钻的。", 36, 3004431, true, true)
                                                    } else {
                                                        if (status === a++) {
                                                            cm.sendNormalTalk_Bottom("#face0#奇勒摩是个怎样的人？", 36, 3004435, true, true)
                                                        } else {
                                                            if (status === a++) {
                                                                cm.sendNormalTalk_Bottom("#face0#听说是深受教团器重的骑士。", 36, 3004431, true, true)
                                                            } else {
                                                                if (status === a++) {
                                                                    cm.sendNormalTalk_Bottom("#face0#原来有情报啊？", 36, 3004436, true, true)
                                                                } else {
                                                                    if (status === a++) {
                                                                        cm.sendNormalTalk_Bottom("#face0#为了寻找方法治愈塞伦内心的创伤。\r\n我翻阅了她写下的护送圣剑作战任务报告书。", 36, 3004431, true, true)
                                                                    } else {
                                                                        if (status === a++) {
                                                                            cm.fieldEffect_InsertCanvas(1, 255, 0, 0, 0, 500, 0);
                                                                            cm.inGameDirectionEvent_AskAnswerTime(500)
                                                                        } else {
                                                                            if (status === a++) {
                                                                                cm.inGameDirectionEvent_AskAnswerTime(1200)
                                                                            } else {
                                                                                if (status === a++) {
                                                                                    cm.inGameDirectionEvent_AskAnswerTime(5000);
                                                                                    cm.effect_Text(["#fn黑体##fs18#数年以前，近天峰附近。"], [100, 1000, 6, -50, -50, 1, 4, 0, 0, 0, 0])
                                                                                } else {
                                                                                    if (status === a++) {
                                                                                        cm.sendNormalTalk_Bottom("#face0#团长大人，我们好像被包围了！", 37, 3004437, false, true)
                                                                                    } else {
                                                                                        if (status === a++) {
                                                                                            cm.sendNormalTalk_Bottom("#face0#不管用什么方法，都要守护圣剑。", 37, 3004456, true, true);
                                                                                            cm.effect_Voice("Voice5.img/CH3/0_1", 128)
                                                                                        } else {
                                                                                            if (status === a++) {
                                                                                                cm.sendNormalTalk_Bottom("#face0#后退的家伙全被视为叛教者。", 37, 3004456, true, true);
                                                                                                cm.effect_Voice("Voice5.img/CH3/0_2", 128)
                                                                                            } else {
                                                                                                if (status === a++) {
                                                                                                    cm.sendNormalTalk_Bottom("#face2#骑士团！突击！！", 37, 3004456, true, true);
                                                                                                    cm.effect_Voice("Voice5.img/CH3/0_3", 128)
                                                                                                } else {
                                                                                                    if (status === a++) {
                                                                                                        cm.fieldEffect_PlayFieldSound("Sound/SoundEff.img/blackHeaven/victoryshout", 100);
                                                                                                        cm.inGameDirectionEvent_AskAnswerTime(3000)
                                                                                                    } else {
                                                                                                        if (status === a++) {
                                                                                                            cm.sendNormalTalk_Bottom("#face0#近天峰被翼人军攻陷以后，塞伦所属的骑士团便准备护送圣剑……", 36, 3004431, false, true)
                                                                                                        } else {
                                                                                                            if (status === a++) {
                                                                                                                cm.sendNormalTalk_Bottom("#face0#看来她离开城市不久，就遇到了追剿部队。", 36, 3004431, true, true)
                                                                                                            } else {
                                                                                                                if (status === a++) {
                                                                                                                    cm.sendNormalTalk_Bottom("#face0#据说塞伦和少数几个带着圣剑突围，\r\n而其他的人为了帮他们争取时间，全都去断后了。", 36, 3004431, true, true)
                                                                                                                } else {
                                                                                                                    if (status === a++) {
                                                                                                                        cm.sendNormalTalk_Bottom("#face0#同时，包括#b罗兰德#k在内的小队成员都为了保证圣剑能安全脱离包围，而充当了诱饵。", 36, 3004431, true, true)
                                                                                                                    } else {
                                                                                                                        if (status === a++) {
                                                                                                                            cm.sendNormalTalk_Bottom("#face1#……好惨烈。", 36, 3004435, true, true)
                                                                                                                        } else {
                                                                                                                            if (status === a++) {
                                                                                                                                cm.sendNormalTalk_Bottom("#face0#但是，听说塞伦那边也受到了袭击，\r\n失去同伴的她，最终回到了骑士团原本所在之处。", 36, 3004431, true, true)
                                                                                                                            } else {
                                                                                                                                if (status === a++) {
                                                                                                                                    cm.sendNormalTalk_Bottom("#face0#在那里看到的……", 36, 3004431, true, true)
                                                                                                                                } else {
                                                                                                                                    if (status === a++) {
                                                                                                                                        cm.inGameDirectionEvent_AskAnswerTime(1000)
                                                                                                                                    } else {
                                                                                                                                        if (status === a++) {
                                                                                                                                            cm.fieldEffect_PlayBGM("Bgm53/GraveyardOfSword", 0, 0);
                                                                                                                                            cm.inGameDirectionEvent_AskAnswerTime(3000)
                                                                                                                                        } else {
                                                                                                                                            if (status === a++) {
                                                                                                                                                cm.fieldEffect_ProcessOnOffLayer("00", "Effect/Direction23.img/illust2/7", 0, 1000, 0, 0, 1, 4, 0, -1, 0, 0, 0);
                                                                                                                                                cm.inGameDirectionEvent_AskAnswerTime(3500)
                                                                                                                                            } else {
                                                                                                                                                if (status === a++) {
                                                                                                                                                    cm.sendNormalTalk_Bottom("#face0#应该是战友们陈尸荒野的凄惨景象。", 36, 3004431, false, true)
                                                                                                                                                } else {
                                                                                                                                                    if (status === a++) {
                                                                                                                                                        cm.inGameDirectionEvent_AskAnswerTime(2500)
                                                                                                                                                    } else {
                                                                                                                                                        if (status === a++) {
                                                                                                                                                            cm.fieldEffect_ProcessOnOffLayer("00", "", 2, 700, 0, 0, 0, 0, 0, 0, 0, 0, 0);
                                                                                                                                                            cm.inGameDirectionEvent_AskAnswerTime(1000)
                                                                                                                                                        } else {
                                                                                                                                                            if (status === a++) {
                                                                                                                                                                cm.sendNormalTalk_Bottom("#face0#等一等，那么那个叫奇勒摩的……", 36, 3004436, false, true)
                                                                                                                                                            } else {
                                                                                                                                                                if (status === a++) {
                                                                                                                                                                    cm.sendNormalTalk_Bottom("#face0#就是他带领部下断后的。", 36, 3004431, true, true)
                                                                                                                                                                } else {
                                                                                                                                                                    if (status === a++) {
                                                                                                                                                                        cm.sendNormalTalk_Bottom("#face1#嗯……", 36, 3004435, true, true)
                                                                                                                                                                    } else {
                                                                                                                                                                        if (status === a++) {
                                                                                                                                                                            cm.fieldEffect_InsertCanvas(1, 255, 0, 0, 0, 0, 0);
                                                                                                                                                                            cm.inGameDirectionEvent_AskAnswerTime(1200)
                                                                                                                                                                        } else {
                                                                                                                                                                            if (status === a++) {
                                                                                                                                                                                cm.fieldEffect_InsertCanvas(0, 0, 0, 0, 0, 1000, 0);
                                                                                                                                                                                cm.inGameDirectionEvent_AskAnswerTime(1400)
                                                                                                                                                                            } else {
                                                                                                                                                                                if (status === a++) {
                                                                                                                                                                                    cm.eventSKill(0);
                                                                                                                                                                                    cm.setInGameDirectionMode(false, true, false);
                                                                                                                                                                                    cm.setStandAloneMode(false);
                                                                                                                                                                                    cm.dispose()
                                                                                                                                                                                }
                                                                                                                                                                            }
                                                                                                                                                                        }
                                                                                                                                                                    }
                                                                                                                                                                }
                                                                                                                                                            }
                                                                                                                                                        }
                                                                                                                                                    }
                                                                                                                                                }
                                                                                                                                            }
                                                                                                                                        }
                                                                                                                                    }
                                                                                                                                }
                                                                                                                            }
                                                                                                                        }
                                                                                                                    }
                                                                                                                }
                                                                                                            }
                                                                                                        }
                                                                                                    }
                                                                                                }
                                                                                            }
                                                                                        }
                                                                                    }
                                                                                }
                                                                            }
                                                                        }
                                                                    }
                                                                }
                                                            }
                                                        }
                                                    }
                                                }
                                            }
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }
    }
};